/// <summary> /// Enemy Prefabot instantiate-el adott időközönként, adott helyekre (amennyiben azok "nyitva" vannak). /// </summary> /// <returns></returns> IEnumerator Spawn() { yield return(new WaitForSeconds(spawnTime)); for (int i = 0; i < Spawnpoints.Length; i++) { if (Spawnpoints[i].gameObject.activeInHierarchy == true) { if (EnemyTypeCounter >= Collection.EnemyVariations[WaveCounter.WaveNumber - 1].EnemyArrayHolder[EnemyIndex].NumberOfEnemiesInWave) { break; } GameObject go = Instantiate(Collection.EnemyVariations[WaveCounter.WaveNumber - 1].EnemyArrayHolder[EnemyIndex].Enemy.Prefab, Spawnpoints[i].transform.position, transform.rotation); go.GetComponent <EnemyMove>().target = Player.transform; go.GetComponent <EnemyMainScript>().EnemyIndex = EnemyIndex; go.GetComponent <EnemyMove>().EnemyIndex = EnemyIndex; EnemyCounter.AddNumber(); WaveCounter.AddNumber(); EnemyCount++; EnemyTypeCounter++; } } SpawnPoint(); }